In praise of labyrinthine game design ...Middle East

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In praise of labyrinthine game design
Mazes and labyrinths can be confusing, frustrating, oppressive, nightmarish. They are the kinds of structures videogame developers are reluctant to put in their games, because the potential for the player losing heart or patience is relatively high. But as productions, they can be strangely economical, oddly light-footed. Mazes and labyrinths, after all, twist up space and as such, discover or create additional space within space. They allow vast journeys to happen within areas that are modest when judged in terms of square footage, journeys that encompass a multitude of locations that have an inherent, automatic atmosphere: tantalising forks in the path and mocking dead ends, hubs with cor

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